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Posts from Which unique secondary skills are best for heroes?

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Which unique secondary abilities for heroes are the best?
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In reply to Magnus
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19 years ago
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1) Arcane Wave 2) Hellfire 3) Banshee's Wail/Scream ...I haven't fully tested the runes yet.
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19 years ago
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More like a soul eater.
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19 years ago
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and I also like the enchanted arrow.
In reply to Игрок
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19 years ago
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Player;76399
I also like the Enchanted Arrow skill.
It's a good skill, especially in long battles. It's a waste to use a turn to create it in small battles.
In reply to Magnus
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19 years ago
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Magnus;76402
A good ability, especially in prolonged battles; it's a waste to use a turn on it in small battles.
not a turn, but half a turn, but then the possibilities are endless...
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19 years ago
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I vote for Prayer – at the beginning, when your army is small and you don't have many other abilities, it's very helpful.
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19 years ago
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Training archers is my favorite hobby. You don't have to rush, time works in your favor, because there are more and more archers...
In reply to Agilist
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19 years ago
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Agilist;77116
Training archers is my favorite hobby. You don't have to rush, time works in your favor, because there are more and more archers...
But the archer upgrade was removed, which will make life more difficult for Necropolis and, at the same time, add variety.
In reply to Magnus
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19 years ago
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Magnus;77123
But they canceled the archer buff, which will make life more difficult for Necropolis and also add some variety.
They really diversified things! Maybe they'll make the undead alive soon???
In reply to Magnus
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19 years ago
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Magnus;77123
However, the archer upgrade was removed, which will make life more difficult for Necropolis and also add some variety.

Instead, there's now "spiritual connection" and the ability to get it at level 2 instead of 5-6 as before. And considering Necropolis's mana issues, this gift allows you to play without losses at the beginning.
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19 years ago
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I love the magic mirror spell. It's so cool when the enemy's magic turns against them.
In reply to Magnus
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19 years ago
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Magnus;77123
But the archer upgrade was removed, which will make life much harder for Necropolis and also add some variety.
WHATTTTTTTTTTTTTT no, I'm in shock, how long have I been away from the internet? I'm definitely turning into a gnome, running with another hero to the castle to upgrade it is not for me!
In reply to aa340
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19 years ago
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aa340;77294
I love the magic of the magic mirror. It's so cool when the enemy's magic turns against them.
Yeah... but I should point out that it actually turns against the enemy very rarely, but rather affects a stack and some tent quite often.
In reply to aa340
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19 years ago
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aa340;77294
I love the magic mirror spell. It's so cool when the enemy's magic turns against them.
And Mana Burst, or Cursed Ground, are awesome too, even though they aren't secondary skills(((((
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9 years ago
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Undead
Only the Necromancer's spell is truly useful, while the others are generally not worth it. Well, if you're playing as a Dread Lord, using Summoning or in a network game with a Necromancer, then Banshee's Wail is decent, but otherwise, I don't take it at all. Eternal Slavery is generally useless; I only take it if there's nothing else to choose from, as Necromancers don't really lose troops anyway.

Humans
Vigil is useful at the start, but less so later on. Prayer is mediocre; I don't take it very often. Experienced Commander is definitely needed if you're playing a retraining build.

High Elves
In my opinion, the most useless abilities in most cases. They're essentially pointless unless you're playing a Chaos build or, less often for an Elf, a Summoning or Darkness build. But I usually play them with a Light build, and in that case, I don't take them at all, unless there's no other choice or they're needed as filler perks. With other schools, Enchanted Arrow and Arrow Storm are needed; Deadly Shot is always the least useful, although you can take it in addition to the other two.

Demons
All abilities are useful at the beginning of the game. The Cursed Sign is especially strong early on. Hellfire is also useful, as is Soul Eater in addition to it. But over time, the usefulness of these abilities decreases. Although Hellfire is tied to spellcasting, the damage bonus is still weaker as the army grows. Soul Eater can be useful at any point in the game, especially against Undead and Mages, to prevent them from regenerating.

Dark Elves
Arcane Wave is a very useful ability when playing a Chaos build, which is usually the case for this faction. Elemental Sense is useful with any build. However, Dark Ritual is the least useful ability, as you're unlikely to want to spend a turn on it. There are times when mana is so scarce that it becomes necessary, but this is rare.

Mages
Mages have powerful abilities. The Wizard's Sign is amazing with many schools; it hardly needs any explanation. Magic Mirror also makes life difficult for enemy spellcasters. Artifact Absorption is useful for the later game, when the army has mini-artifacts, but it's still a powerful ability.

Gnomes
Completed Rune is very useful at the beginning of the game, when resources are scarce and runes need to be used, but it loses its relevance later on. Greatest Rune is, of course, the most useful ability. Completed Rune is already less useful. Often, there's something to cast rather than spend a turn refreshing a random rune. However, it can be useful to keep a permanent Resurrection Rune in the stack in the late game.

Orcs
Reinforcements are useful at the start, but less so later on, although they're always good for Krag. Remembrance of Our Blood is also needed, as Rage is always useful at the start. Resistance to Magic is a rarely useful ability. It requires a lot of spellpower through upgrades or artifacts, and even then, it only works against factions with low spellpower.

Overall, in terms of usefulness, it's something like this:
Mage (all are very useful, although one is only useful in the late game)
Demon Lord (all are good abilities, but some are more useful at the beginning of the game)
Necromancer (one is always very useful, one is almost always useful, and one is not very useful)
Rune Priest (two are quite useful abilities, but one is more useful at the beginning, and one is not very useful)
Barbarian (two are useful, but one is again more useful at the beginning, and one is almost useless)
Knight (one is useful at the beginning, one is useful in a long game, and one is not very useful)
Necromancer (one is very useful, one is rarely useful, and one is practically useless)
Ranger (very situational abilities that are useless when playing a combat build, but are needed when playing a mage, and even then, you don't need to take them all)

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